Spielerando

A key that takes me to where something just happened, then to the one before

When a base is attacked or a building finishes far away, players want one key to go there. Naive versions jump to places already on screen, forget old events or never let you reach the second one. Here is the order, the time limits and how long the trip should take.

Why this works

When something happens off screen, the player wants to go to it at once and then come back to what they were doing. A list of recent events, newest first, with already visible ones skipped, makes the second press useful instead of repeating the first.

When not to use it

It is less useful when events are constant, such as a huge battle where something happens every second; the key then jumps around without meaning. Group nearby events, or let the player pick a place from a list of the important ones.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 43 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "A key that takes me to where something just happened, then to the one before" (read_entry strategy-jump-to-latest-alert-and-cycle) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP